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Can't sure if it is a good idea. We have basic four districts, the zones can customize mostly city and others function, and than building blocks. Building block are used to further design the efficiency and characteristic.

So for role play, resource I/O and jobs balance, some kind of building block change the jobs should be reasonable? For instance, alloy zone with research building will change part of the alloy job to researcher, like a military-industrial complex. Also just find some reason to give us some kind of amenities solver building in every zone anyway.
 
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I just cannot for the life of me understand why the developer spends years getting the game balance right in Stellaris and basically making everyone happy, only to toss it all in the trash and ruin the game for absolutely no reason. No one asked for these changes. And yet instead of making things people have asked for (such as internal politics), the devs are wasting a year of development time on just breaking things. AGAIN. It took several years for the game to recover from the previous time the devs decided to break everything for no reason (2.2), and it looks like it may take just as long this time, if you look at how poorly thought out all the new systems are and how incapable the poor AI is at playing now. We've been through this song and dance enough times to know it's not worth it, even if the game eventually ends up as good as it was before again. The right move is to cut their losses and cancel most of these changes, but game devs never do that no matter how obvious the upcoming disaster is.

At least the empire timeline is cool, even if it's marred by sharing the screen with that horrible focus system.
 
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I would guess one has to post bugs he found here?
If so i`ve found a bug. At the end of the "Living Snow" even chain where my army had to clash vs IT, army landed and instantly disembarked, while even popup never disappeared.
I was free to manage the army, take it off, embark back in, but nothing truly happened.
If there is any other way i can report other bugs, e.g. contant support please let me know how to do it.
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Isn't it supposed to be "early industry zone" or something like that? The one with the description "it is kinda bad"?
The one u start with u mean? It does do both but poorly and with the massive debuffs other then that the is non the devs even said on stream they have no plans for a mixed zone atm
Early Industry only does Consumers goods badly. Not alloys.
Those unemployed elites are coming from pop growth, and it is kind of annoying to have to wait for them to demote. There seems to be something with pop demotion, making it really long. This will eventually cause problems if you don't handle it.
Something in demoting is clearly a bug:
But that is what the beta is for - finding bugs.
I would guess one has to post bugs he found here?
I just put them into Bug Reports:

We have a version number and a checksum. All the data they need.
 
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I am kinda enjoyong the new Beta, I agree with earlier statements of unity production is harsh.

But my main issue right now is the reformation of the trade system.

As a Main Workers Corperation MegaCorps voidborn player its almost impossible right now with the trading system and living standards.

The Mutual Aid living standards/trade policy does actually nothing and I dont have enough trade to go around. Without ruler jobs its even harder now to gain sufficent Unity early game.

So im really struggling even midgame.
 

This is all great, but I'd like to discuss Trade in Stellaris. How does one apply for a Developer or Desigener positon at your company? I think that the new logistical changes are interesting and add a certain level of realism to Stellaris, however, Trade should not be lumped into this catgegory. It should be called Logistics and Trade should still be Trade. I liked managing my trade network and think it's taking away from the game by removing it.
 
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My play experience so far is: Surprisingly well.
There is a lot of bugfixing, polishing and balance work to be done, but the basic idea is surprisingly solid.

City districts are basically infrastructure all over again:
You ran into issues with that idea back then. You are running into them again now.

Some core issues from Infrastructure/City Scaling Jobs are:
1. Cities are uneven. 1 City on my Capital can be 1000 jobs easily (800 early industry, 200 from other zones). 400 of those will be low value Workers, but that leaves 600 new Specialist jobs. That same city on a Colony will be 100 jobs (from a single Zone that isn't early industry).
2. Zone impact is uneven. Adding a Zone on my capital is at least 400 Jobs (just using the starting cities). It could be 1200 jobs, if I have 12 cities. The same zone one a colony that has one city is: 100 jobs.
3. Consumers and Producers scale together. If I put CG consuming and producing Zones on the same planet - which you encourage via the Transport cost - I end up scaling my Artisans together with my Bureaucrats. Which also means dragging more pops into a higher Stratum, with higher CG costs. So I might not get ahead - or even fall behind further - by building cities on my capitol.
4. Some jobs just don't work well scaling. The amenities zone is a god example here. It is one of my three zones of the planet. And it is 4000 Amenities on my capitol, way more then a I probably need.
5. There needs to be a way to move shared buildings between zones, or keep compatible ones when replacing the zone. Turn it off if you need to, but don't force me to scrap, swap zone, rebuild.
 
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The one u start with u mean? It does do both but poorly and with the massive debuffs other then that the is non the devs even said on stream they have no plans for a mixed zone atm

Early Industry only does Consumers goods badly. Not alloys.

Ah, my bad. I thought it also did some really low number of alloys. Like 25-50% of CG compared to the normal CG zone and 10-25% of alloys normal Alloy Zone would make.

It's kinda hard to tell with the current lack of info for Zones and building UI.
 
Ah, my bad. I thought it also did some really low number of alloys. Like 25-50% of CG compared to the normal CG zone and 10-25% of alloys normal Alloy Zone would make.

It's kinda hard to tell with the current lack of info for Zones and building UI.
The early Industry is like 800 Jobs - 400 Specialsts, 400 Workers. And half of the Workers (laborers) do all the consumer goods. I wish they did some alloys too.
 
As a Main Workers Corperation MegaCorps voidborn player its almost impossible right now with the trading system and living standards.

The Mutual Aid living standards/trade policy does actually nothing and I dont have enough trade to go around. Without ruler jobs its even harder now to gain sufficent Unity early game.
Mega-corps are not supported in the current beta. Specifically, they've not adapted the trade polices at all. But they've also not made balance passes on mega-corps. As a result, I'd not expect things to work with mega-corps
I liked managing my trade network and think it's taking away from the game by removing it.
I never liked trade routes. managing them felt like busy work, had minimal value, and pirates popped up without warning and randomly. It was bad, and not worth the effort to work with. I'm glad its gone.
 
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As a Main Workers Corperation MegaCorps voidborn player its almost impossible right now with the trading system and living standards.
They can't do more then tell you "Habitats don't work" and "Branch offices don't work":
 
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I just cannot for the life of me understand why the developer spends years getting the game balance right in Stellaris and basically making everyone happy, only to toss it all in the trash and ruin the game for absolutely no reason. No one asked for these changes. And yet instead of making things people have asked for (such as internal politics), the devs are wasting a year of development time on just breaking things. AGAIN. It took several years for the game to recover from the previous time the devs decided to break everything for no reason (2.2), and it looks like it may take just as long this time, if you look at how poorly thought out all the new systems are and how incapable the poor AI is at playing now. We've been through this song and dance enough times to know it's not worth it, even if the game eventually ends up as good as it was before again. The right move is to cut their losses and cancel most of these changes, but game devs never do that no matter how obvious the upcoming disaster is.

At least the empire timeline is cool, even if it's marred by sharing the screen with that horrible focus system.
It is frustrating to see a system that works scrapped for something new and untested.
Linking essential performance improvements to an experimental overhaul makes it very hard to reverse course when problems are discovered.
(and this is by design. If you want to force through an unpopular change you link it to something universally popular like performance improvements).

I'm used to it by now. I'll miss 3.14 just like I miss 1.9. Miss the "old districts" just like I miss tiles, adjacency, warpdrive, wormhole stations, big defence platforms etc.
Personally I'd have thrown zones out after seeing the first mock-ups, it feels like a downgrade or a rehash of 2.2 plans for planetary infrastructure.

Mock-ups in Stellaris are usually better than the real thing, the 2.2 "Planetary Rework (part 1 of 4)" mock-ups had planetary features not hidden in a sub-menu, Luxury goods and Jobs per X infrastructure, with infrastructure coming from City districts... all eventually changed.

The "jobs per X infrastructure" was mechanically similar to this beta's zones+districts and was discarded for the same reasons zones will struggle, huge and unpredictable shifts in jobs, death-spirals, not enough UI feedback of consequences of player actions. The failure was the reason why we eventually had industry districts and jop output modifiers instead in 3.14, even if it's an interesting idea in theory it doesn't work well in practice. The 2.2 New Economy System changes were also linked to performance improvements "3: The new system should improve performance". It doesn't always work out as intended.

...but even if I can see the exact same problems repeating again I can't do anything to stop it, or to stop "platform decay" in general. You just have to make the most of what you are given.

My opinion:
v3.14.15 wasn't in a too bad state. Planets with some quality of life issues - the need to swap tabs, too many clicks, key information hidden in tooltips.
v4.0 looks like it'll be worse - more tabs, more clicks, more info hidden in tooltips... while also introducing lots of bugs and balance issues for the next few years.

If I could upgrade v3.14 planet UI:
1. Show job output/modifiers on the district, like +0% and 4 minerals per job vs +45% and 5.8 minerals per job (and similar QOL changes)
2. Important Planetary features more visible, doorway/vents easy to see at a glance (squeeze more info into the planet summary UI)
3. Add Wildcard district slots for more district choices, and flexibility for future DLC/reworks (future-proof UI designed for easy customisation and modding)
4. Move pop traits from being per-job/on-growth to per-planet or empire-wide (Reduce job calculations for performance, no need for workforce)
5. Show Population Carrying Capacity graph, and the graph made correct (easier to fill Ringworlds)
6. Balance the migration/emmigration numbers (to replace base growth on colonies with migration without needing to add unemployment/civilians)
7. Show ratio of species present visually on the summary, not just the job section (see your empire species more often)

So... almost nothing that I would change is going to be part of 4.0, at least not in the way I'd want. But there will always be some good thing to celebrate.

Complaining hasn't worked in the past and is unlikely to work this time. 4.0 is coming no matter what, but at least it should improve performance and make the game feel fresh again. And I suppose I can try to be happy squashing some bugs and hopefully cutting down how many years it will take to get the game back in a polished state.
 
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So, I thought I'd chime in. I'm an experienced player, and yet I'm struggling. I'm up to the year 2222, and there's a planetary revolt mid-way on my capital. I am in a consumer goods deficit, and I have a major amenities problem. Not only is the beta unbalanced, but I can't even fix the issue. I have the primitive early industrial zone, foundry zone, and a research zone. I can't add holo-theaters anywhere to help deal with the amenities issue, and when I demolished the research lab, I am still stuck with it as a zone, so I can't get rid of it. Wait... so, I just checked the pops, and I still have researchers... even though I demolished the research lab... So, now with this in mind... I will just see how things are going and.... nope... I got rid of all the researchers, and I am still in a consumer goods deficit... and the planet just revolted, becoming a new empire... It looks like version 4.0 still need LOTS of work.
 
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I tried the beta and I see some glaring problems.

The early industrial zone must produce alloys as well, it doesn't need to be much alloys but at least 5, probably 10.

Changing zones shouldn't require all buildings in it to be demolished, I understand if the building is zone specific.

Buildings specific to an origin or a civic should not spawn in the zone's building slots. This is a problem I noticed when playing Idyllic Bloom with the Gaia Seeder being in the zone's building slots. These types of building must have a priority to be in the Government zone if you really require all buildings to be demolished to change zone type. Same goes for Clone Army origin. Both clone vats are in the zone slots. They should not be in these slots, they are too important.
 
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So, I thought I'd chime in. I'm an experienced player, and yet I'm struggling. I'm up to the year 2222, and there's a planetary revolt mid-way on my capital. I am in a consumer goods deficit, and I have a major amenities problem. Not only is the beta unbalanced, but I can't even fix the issue. I have the primitive early industrial zone, foundry zone, and a research zone. I can't add holo-theaters anywhere to help deal with the amenities issue, and when I demolished the research lab, I am still stuck with it as a zone, so I can't get rid of it. Wait... so, I just checked the pops, and I still have researchers... even though I demolished the research lab... So, now with this in mind... I will just see how things are going and.... nope... I got rid of all the researchers, and I am still in a consumer goods deficit... and the planet just revolted, becoming a new empire... It looks like version 4.0 still need LOTS of work.
Luxery accomidations can help with minor--a few thousand--amenities problems. If you click on the city district, you can replace zones but you have to demolish all the buildings first.

early industries produces researcher jobs, its where those are coming from. that first building in it has significant issues.

The beta is insanely unbalanced, which leads to a lot of weird outcomes. I don't expect heavy balance work done until much later.

Found a bug, I think. Maybe. It appears that I can't upgrade the main buildings of my colonies because my species is not pre-sapient. Anyone else see this? or is it just an issue with the tooltip? Weird:
2025_03_16_1.png
 
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So the Pre FTL I have in this run shows a big problem with their zones! They seem to be totally random!
Like there is a zone on them that is for the crisis path?
1742139130150.jpeg


This might also explain why Pre FTLs are randomly disappearing?
 
I think the only odd part of the system is the 'build more cities' step when you need more resources. Also, I have research and cg being made on my capital, building more cities gets me more research, but not more consumer goods. Some kind of 'support industry' building that perhaps reduces cg production but also reduces upkeep of researchers, priests, or bureaucrats would be kind of cool.
Thank you for the answer. It still feels arbitrary for me. You can make this argument for a lot of mechanics in Stellaris and games a like, but this new district>zone>building hierarchy feels like a new quality for me. A quality of the face hugger kind, jumping right at you.

To make it a bit more vivid:
Council President: We are now proceeding to the agenda point of building a new Holo-Theater on our capital world, because it was brought to our attention that the population needs more amenities like enterntainment.
Any proposals where we can build that?

Secretary of Planning an Zoning: We can but we need to tear down the consumergoods industry or the alloys industry or the science campus before we can build this.

Council President: But we if we tear those down, we loose the jobs of those people we wanted the amenities for.
Can't we change our zoning laws to get more flexibility, Secretary? This might be not ideal, but can we compromise here?

Secretary of Planning an Zoning: No this, is not a question of our zoning laws...
 
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Luxery accomidations can help with minor--a few thousand--amenities problems. If you click on the city district, you can replace zones but you have to demolish all the buildings first.

early industries produces researcher jobs, its where those are coming from. that first building in it has significant issues.

The beta is insanely unbalanced, which leads to a lot of weird outcomes. I don't expect heavy balance work done until much later.

Found a bug, I think. Maybe. It appears that I can't upgrade the main buildings of my colonies because my species is not pre-sapient. Anyone else see this? or is it just an issue with the tooltip? Weird:
View attachment 1266896
I saw something similar. The tooltip is incorrect: it's actually because you don't have 1000 pops on the planet (same requirement as before after accounting for pop scaling).
 
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I am sure everything will be changed and all issues will be fixed :) but I would like to share my remarks after playing around 4 hours with this version of the beta (I have played mostly with CoM):
  • I had 3 colonies besides of my capital planet, but it took around 50 years for each colony to reach 1000 pops (~10 pops at 3.14). This is waaay too much time.
  • I was not able to track the pop growth and migration at all, so I was not able to tell what went wrong
  • It is kinda funny, but I was not able to find out how to switch the zones, by myself (even after 6800+ hours of playing Stellaris) :D
  • My economy was a mess, because the pops (or the workforce) changed jobs too many times. For example there was a month when I had -200 energy income, next month it was +100 energy income and the 3rd month was -100 energy
  • Pops did not care when I selected for example mining as an important job for years.
  • Sometimes not all job types are shown at the Population screen
  • There is constant unemployment on all planets, and I cannot see anywhere why - because there are a bunch of opens jobs everywhere
  • I do not like the Early Industrial Zone and the building - it must go ASAP, so my first thing to do in my every run would be to destroy it and buy consumer goods from the market. So in early games, there is no choice to make, how you want to start your game.
  • Changing the Energy Credits to Trade Value at the market made the economy more complex - this annoyed me a bit, but I guess I will get used to it. However I think it is not new user friendly.
  • There are sometimes unresolveable Empire Focus quests - for example I got the First Contact quest after I have met with everyone
  • The Artisan Troupe and Curator order subscription prices are not consistent with each other - I do not know if it is intentional or not.
  • Clicking on a pop group on the Population tab does not shows the thing they are producing - it always shows trade value for some reason
 

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